#version 330 core

struct Material 
{
    sampler2D texture_diffuse1;
    sampler2D texture_specular1;
};

out vec4 FragColor;

in VS_OUT {
   vec2 texCoords;
} vs_in;

uniform Material material;

void main()
{
    FragColor = texture(material.texture_diffuse1, vs_in.texCoords) + texture(material.texture_specular1, vs_in.texCoords) * 0.1f;
}